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No commits in common. "7f251e7704f5c57c42381442c17bfed42132c33e" and "33b89a9e4454118263fe0b3f7caeff05cce744f4" have entirely different histories.
7f251e7704
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33b89a9e44
@ -2,23 +2,12 @@
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#define RASTERISER_H
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#include "aliases.h"
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#include "camera/camera.h"
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#include "list/typed_list.h"
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#include "mem_arena.h"
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#include "vector/vec.h"
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#include "window/window.h"
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typedef struct {
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u64 idx0;
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u64 idx1;
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u64 idx2;
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colour_t colour;
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} scene_triangle_t;
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MAKE_LIST_TYPE(f32);
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MAKE_LIST_TYPE(vec2i_t);
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MAKE_LIST_TYPE(vec3f_t);
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MAKE_LIST_TYPE(scene_triangle_t);
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typedef struct {
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vec2i_t p0;
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@ -35,9 +24,6 @@ typedef struct {
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colour_t colour;
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} triangle_t;
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void render_object(window_t *wnd, Arena *arena, const camera_t *camera,
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vec3f_t viewport, const list_vec3f_t *vertices,
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const list_scene_triangle_t *triangles);
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void draw_wireframe_triangle(window_t *wnd, Arena *arena, triangle_t triangle);
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void draw_filled_triangle(window_t *wnd, Arena *arena, triangle_t triangle);
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void draw_shaded_triangle(window_t *wnd, Arena *arena, triangle_t triangle);
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@ -2,7 +2,6 @@
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#define SCENE_H
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#include "aliases.h"
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#include "vector/vec.h"
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#include "window/window.h"
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typedef struct {
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@ -1,10 +1,8 @@
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#include "camera/camera.h"
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#include "list/typed_list.h"
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#include "mem_arena.h"
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#include "mem_utils.h"
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#include "misc/misc_utils.h"
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#include "rasteriser/rasteriser.h"
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#include "scene/scene.h"
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#include "vector/vec.h"
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#include "window/window.h"
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#include <SDL2/SDL_events.h>
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@ -26,68 +24,6 @@ int main(void) {
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return EXIT_FAILURE;
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}
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Arena *arena = NULL;
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u64 main_arena_capacity = 20ull * 1024ull * 1024ull * 1024ull;
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if (!wapp_mem_arena_init(&arena, main_arena_capacity, WAPP_MEM_ALLOC_RESERVE,
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false)) {
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return EXIT_FAILURE;
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}
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vec3f_t translation = {-1.5f, 0.0f, 7.0f};
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list_vec3f_t *vertices = list_create(vec3f_t, arena);
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if (!vertices) {
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return EXIT_FAILURE;
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}
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// Vertices
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vec3f_t v0 = vec_add(vec3f_t, translation, ((vec3f_t){1, 1, 1}));
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vec3f_t v1 = vec_add(vec3f_t, translation, ((vec3f_t){-1, 1, 1}));
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vec3f_t v2 = vec_add(vec3f_t, translation, ((vec3f_t){-1, -1, 1}));
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vec3f_t v3 = vec_add(vec3f_t, translation, ((vec3f_t){1, -1, 1}));
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vec3f_t v4 = vec_add(vec3f_t, translation, ((vec3f_t){1, 1, -1}));
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vec3f_t v5 = vec_add(vec3f_t, translation, ((vec3f_t){-1, 1, -1}));
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vec3f_t v6 = vec_add(vec3f_t, translation, ((vec3f_t){-1, -1, -1}));
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vec3f_t v7 = vec_add(vec3f_t, translation, ((vec3f_t){1, -1, -1}));
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list_append(vec3f_t, arena, vertices, v0);
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list_append(vec3f_t, arena, vertices, v1);
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list_append(vec3f_t, arena, vertices, v2);
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list_append(vec3f_t, arena, vertices, v3);
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list_append(vec3f_t, arena, vertices, v4);
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list_append(vec3f_t, arena, vertices, v5);
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list_append(vec3f_t, arena, vertices, v6);
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list_append(vec3f_t, arena, vertices, v7);
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list_scene_triangle_t *triangles = list_create(scene_triangle_t, arena);
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if (!triangles) {
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return EXIT_FAILURE;
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}
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// Triangles
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list_append(scene_triangle_t, arena, triangles,
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((scene_triangle_t){0, 1, 2, (colour_t){.colour = 0xff0000ff}}));
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list_append(scene_triangle_t, arena, triangles,
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((scene_triangle_t){0, 2, 3, (colour_t){.colour = 0xff0000ff}}));
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list_append(scene_triangle_t, arena, triangles,
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((scene_triangle_t){4, 0, 3, (colour_t){.colour = 0x00ff00ff}}));
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list_append(scene_triangle_t, arena, triangles,
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((scene_triangle_t){4, 3, 7, (colour_t){.colour = 0x00ff00ff}}));
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list_append(scene_triangle_t, arena, triangles,
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((scene_triangle_t){5, 4, 7, (colour_t){.colour = 0x0000ffff}}));
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list_append(scene_triangle_t, arena, triangles,
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((scene_triangle_t){5, 7, 6, (colour_t){.colour = 0x0000ffff}}));
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list_append(scene_triangle_t, arena, triangles,
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((scene_triangle_t){1, 5, 6, (colour_t){.colour = 0xffff00ff}}));
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list_append(scene_triangle_t, arena, triangles,
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((scene_triangle_t){1, 6, 2, (colour_t){.colour = 0xffff00ff}}));
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list_append(scene_triangle_t, arena, triangles,
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((scene_triangle_t){4, 5, 1, (colour_t){.colour = 0xff00ffff}}));
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list_append(scene_triangle_t, arena, triangles,
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((scene_triangle_t){4, 1, 0, (colour_t){.colour = 0xff00ffff}}));
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list_append(scene_triangle_t, arena, triangles,
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((scene_triangle_t){2, 6, 7, (colour_t){.colour = 0x00ffffff}}));
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list_append(scene_triangle_t, arena, triangles,
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((scene_triangle_t){2, 7, 3, (colour_t){.colour = 0x00ffffff}}));
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bool running = true;
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SDL_Event event = {0};
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@ -96,13 +32,59 @@ int main(void) {
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// i32 h_min = ((i32)window.half_height) * -1;
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// i32 h_max = (i32)window.half_height;
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// The four "front" vertices
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vec3f_t vAf = {-2, -0.5, 5};
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vec3f_t vBf = {-2, 0.5, 5};
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vec3f_t vCf = {-1, 0.5, 5};
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vec3f_t vDf = {-1, -0.5, 5};
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// The four "back" vertices
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vec3f_t vAb = {-2, -0.5, 6};
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vec3f_t vBb = {-2, 0.5, 6};
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vec3f_t vCb = {-1, 0.5, 6};
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vec3f_t vDb = {-1, -0.5, 6};
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// The front face
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line_t lABf = {project_point(vAf, &window, &camera, viewport),
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project_point(vBf, &window, &camera, viewport)};
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line_t lBCf = {project_point(vBf, &window, &camera, viewport),
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project_point(vCf, &window, &camera, viewport)};
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line_t lCDf = {project_point(vCf, &window, &camera, viewport),
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project_point(vDf, &window, &camera, viewport)};
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line_t lDAf = {project_point(vDf, &window, &camera, viewport),
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project_point(vAf, &window, &camera, viewport)};
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// The back face
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line_t lABb = {project_point(vAb, &window, &camera, viewport),
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project_point(vBb, &window, &camera, viewport)};
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line_t lBCb = {project_point(vBb, &window, &camera, viewport),
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project_point(vCb, &window, &camera, viewport)};
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line_t lCDb = {project_point(vCb, &window, &camera, viewport),
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project_point(vDb, &window, &camera, viewport)};
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line_t lDAb = {project_point(vDb, &window, &camera, viewport),
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project_point(vAb, &window, &camera, viewport)};
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// The front-to-back edges
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line_t lABfb = {project_point(vAf, &window, &camera, viewport),
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project_point(vAb, &window, &camera, viewport)};
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line_t lBCfb = {project_point(vBf, &window, &camera, viewport),
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project_point(vBb, &window, &camera, viewport)};
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line_t lCDfb = {project_point(vCf, &window, &camera, viewport),
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project_point(vCb, &window, &camera, viewport)};
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line_t lDAfb = {project_point(vDf, &window, &camera, viewport),
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project_point(vDb, &window, &camera, viewport)};
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Arena *frame_arena = NULL;
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u64 frame_arena_capacity = 10ull * 1024ull * 1024ull * 1024ull;
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if (!wapp_mem_arena_init(&frame_arena, frame_arena_capacity,
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WAPP_MEM_ALLOC_RESERVE, false)) {
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u64 capacity = 10ull * 1024ull * 1024ull * 1024ull;
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if (!wapp_mem_arena_init(&frame_arena, capacity, WAPP_MEM_ALLOC_RESERVE,
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false)) {
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return EXIT_FAILURE;
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}
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colour_t front = {.colour = 0x00ffaaff};
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colour_t back = {.colour = 0xee0099ff};
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colour_t fb = {.colour = 0xffaa00ff};
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while (running) {
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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@ -114,7 +96,20 @@ int main(void) {
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clear_window(&window, bg);
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render_object(&window, arena, &camera, viewport, vertices, triangles);
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draw_line(&window, frame_arena, lABf, front);
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draw_line(&window, frame_arena, lBCf, front);
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draw_line(&window, frame_arena, lCDf, front);
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draw_line(&window, frame_arena, lDAf, front);
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draw_line(&window, frame_arena, lABb, back);
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draw_line(&window, frame_arena, lBCb, back);
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draw_line(&window, frame_arena, lCDb, back);
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draw_line(&window, frame_arena, lDAb, back);
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draw_line(&window, frame_arena, lABfb, fb);
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draw_line(&window, frame_arena, lBCfb, fb);
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draw_line(&window, frame_arena, lCDfb, fb);
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draw_line(&window, frame_arena, lDAfb, fb);
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swap_buffers(&window);
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@ -122,7 +117,6 @@ int main(void) {
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}
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wapp_mem_arena_destroy(&frame_arena);
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wapp_mem_arena_destroy(&arena);
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close_window(&window);
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return EXIT_SUCCESS;
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@ -15,37 +15,6 @@ internal list_float *interpolate(Arena *arena, i32 i0, f32 d0, i32 i1, f32 d1);
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internal inline void order_triangle_points(triangle_t *triangle);
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void render_object(window_t *wnd, Arena *arena, const camera_t *camera,
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vec3f_t viewport, const list_vec3f_t *vertices,
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const list_scene_triangle_t *triangles) {
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list_vec2i_t *projected = list_create_with_capacity(
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vec2i_t, arena, vertices->count * sizeof(vec3f_t));
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if (!projected) {
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return;
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}
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vec3f_t vertex = {0};
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for (u64 i = 0; i < vertices->count; ++i) {
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vertex = list_get(vertices, i);
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list_append(vec2i_t, arena, projected,
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project_point(vertex, wnd, camera, viewport));
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}
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for (u64 i = 0; i < triangles->count; ++i) {
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scene_triangle_t triangle = list_get(triangles, i);
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triangle_t tri = {
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.p0 = list_get(projected, triangle.idx0),
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.p1 = list_get(projected, triangle.idx1),
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.p2 = list_get(projected, triangle.idx2),
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.h0 = 1.0f,
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.h1 = 1.0f,
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.h2 = 1.0f,
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.colour = triangle.colour,
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};
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draw_wireframe_triangle(wnd, arena, tri);
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}
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}
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void draw_wireframe_triangle(window_t *wnd, Arena *arena, triangle_t triangle) {
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order_triangle_points(&triangle);
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@ -1,8 +1,6 @@
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#include "scene/scene.h"
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#include "aliases.h"
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#include "misc/misc_utils.h"
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#include "vector/vec.h"
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#include "window/window.h"
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internal const sphere_t spheres[] = {
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(sphere_t){
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